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Entertainment Computing, Volume 5
Volume 5, Number 1, January 2014
- James Munro, Kofi Appiah, Patrick Dickinson:
Investigating informative performance metrics for a multicore game world server. 1-17
- Junia Anacleto, T. C. Nicholas Graham:
Preface. 19 - Anders Drachen, Rafet Sifa, Christian Thurau:
The name in the game: Patterns in character names and gamer tags. 21-32 - Edirlei Soares de Lima, Bruno Feijó, Simone D. J. Barbosa, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Draw your own story: Paper and pencil interactive storytelling. 33-41 - Amin Tavassolian, Kevin G. Stanley, Carl Gutwin:
The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames. 43-54 - Lennart E. Nacke, Chris Bateman, Regan L. Mandryk:
BrainHex: A neurobiological gamer typology survey. 55-62
- Marc Cavazza:
Preface. 63 - Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee:
The "lonely gamer" revisited. 65-70 - Paul Martin:
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent. 71-82 - Tony Morelli, Eelke Folmer:
Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. 83-90
Volume 5, Number 2, May 2014
- Jiulin Zhang, Xuemei Gao:
Background music matters: Why video games lead to increased aggressive behavior? 91-100 - Matthew Hudson, Paul A. Cairns:
Interrogating social presence in games with experiential vignettes. 101-114 - Sofia Reis, Nuno Correia:
Casual games with a pervasive twist. 115-125 - Jehanzeb R. Cheema:
Computer use for entertainment among young men and women in Qatar: Evidence from a national sample. 127-133
Volume 5, Number 3, August 2014
- Kevin Browne, Christopher Anand, Elizabeth Gosse:
Gamification and serious game approaches for adult literacy tablet software. 135-146 - Mirja Ilves, Yulia Gizatdinova, Veikko Surakka, Esko Vankka:
Head movement and facial expressions as game input. 147-156
- Paolo Ciancarini:
Preface. 157-158 - Don Dailey, Adam Hair, Mark Watkins:
Move similarity analysis in chess programs. 159-171 - H. Jaap van den Herik, Aske Plaat, David N. L. Levy, D. Dimov:
Plagiarism in game programming competitions. 173-187 - Søren Riis:
What makes a chess program original? Revisiting the Rybka case. 189-204
Volume 5, Number 4, December 2014
- Meagan Leflar, Audrey Girouard:
Navigating in 3D space with a handheld flexible device. 205-209 - Stephen Karpinskyj, Fabio Zambetta, Lawrence Cavedon:
Video game personalisation techniques: A comprehensive survey. 211-218 - Anders Drachen, Joseph Riley, Shawna Baskin, Diego Klabjan:
Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch. 219-232 - Hanyuool Kim, Issei Takahashi, Hiroki Yamamoto, Satoshi Maekawa, Takeshi Naemura:
MARIO: Mid-air Augmented Reality Interaction with Objects. 233-241
- Pedro Antonio González-Calero:
Preface of Special issue SEED2013. 243 - Pablo Gervás:
Metrics for desired structural features for narrative renderings of game logs. 245-250 - Raúl Lara-Cabrera, Carlos Cotta, Antonio José Fernández Leiva:
Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game. 251-258 - José Luis González Sánchez, Francisco Luis Gutiérrez Vela:
Assessing the player interaction experiences based on playability. 259-267
- Andrea Sanna, Fabrizio Lamberti:
Preface of the special issue on virtual puppetry. 269-270 - Benjamin Walther-Franks, Rainer Malaka:
An interaction approach to computer animation. 271-283 - Benjamin Kenwright:
Planar character animation using genetic algorithms and GPU parallel computing. 285-294
- Francesco Bellotti, Riccardo Berta, Alessandro De Gloria:
Special issue on Serious Games. 295-296 - Nick Kraayenbrink, Jassin Kessing, Tim Tutenel, Gerwin de Haan, Rafael Bidarra:
Semantic crowds. 297-312 - Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger, Baltasar Fernández-Manjón:
Application of Learning Analytics in educational videogames. 313-322 - Aparajithan Sivanathan, Theodore Lim, Sandy Louchart, James M. Ritchie:
Temporal multimodal data synchronisation for the analysis of a game driving task using EEG. 323-334 - Cláudia Sofia Ribeiro, Carla Farinha, João Madeiras Pereira, Miguel Mira da Silva:
Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration. 335-345 - André Pinheiro, Paulo Fernandes, Ana Margarida Maia, Gonçalo Cruz, Daniela Pedrosa, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado, Jorge Rafael:
Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines. 347-355 - Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Elisa Lavagnino, Alessandra Antonaci, Francesca Maria Dagnino, Michela Ott, Margarida Romero, Mireia Usart, Igor S. Mayer:
Serious games and the development of an entrepreneurial mindset in higher education engineering students. 357-366 - Kristian Kiili, Timo Lainema, Sara de Freitas, Sylvester Arnab:
Flow framework for analyzing the quality of educational games. 367-377
- Christos Gatzidis, Jian Zhang:
Foreword for the Elsevier Entertainment Computing Special Issue from the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS Games 2013). 379 - Paula Alavesa, Timo Ojala, Daniele Zanni:
Props: 3D-game-like mediator for improvisational storytelling. 381-390 - Fotis Liarokapis, Kurt Debattista, Athanasios Vourvopoulos, Panagiotis Petridis, Alina Ene:
Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study. 391-399 - Ioannis Theoklitos Paraskevopoulos, Emmanuel Tsekleves, Cathy M. Craig, Caroline P. Whyatt, John Cosmas:
Design guidelines for developing customised serious games for Parkinson's Disease rehabilitation using bespoke game sensors. 413-424 - Sebastian Seebauer:
Validation of a social media quiz game as a measurement instrument for climate change knowledge. 425-437
- Haruhiro Katayose, Dennis Reidsma:
Special issue: Ten years of Advances in Computer Entertainment. 439 - James Fraser, Michael Katchabaw, Robert E. Mercer:
A methodological approach to identifying and quantifying video game difficulty factors. 441-449 - Chi Thanh Vi, Kazuki Takashima, Hitomi Yokoyama, Gengdai Liu, Yuichi Itoh, Sriram Subramanian, Yoshifumi Kitamura:
A dynamic flexible and interactive display method of digital photographs. 451-462 - Marcello A. Gómez Maureira, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni, Licia Calvi:
Improving level design through game user research: A comparison of methodologies. 463-473 - Tuuli Keskinen, Jaakko Hakulinen, Markku Turunen, Tomi Heimonen, Antti Sand, Janne Paavilainen, Jaana Parviainen, Sari Yrjänäinen, Frans Mäyrä, Jussi Okkonen, Roope Raisamo:
Schoolchildren's user experiences on a physical exercise game utilizing lighting and audio. 475-484 - Yosuke Kurihara, Seiya Takei, Yuriko Nakai, Taku Hachisu, Katherine J. Kuchenbecker, Hiroyuki Kajimoto:
Haptic robotization of the human body by data-driven vibrotactile feedback. 485-494 - Cristina Sylla, Clara Coutinho, Pedro Branco:
A digital manipulative for embodied "stage-narrative" creation. 495-507
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